testproject/blueprint.gdshader
2024-12-06 21:03:26 +04:00

27 lines
780 B
Plaintext

shader_type canvas_item;
uniform vec4 line_color : source_color = vec4(1);
uniform float line_thickness : hint_range(0, 10) = 1.0;
const vec2 OFFSETS[8] = {
vec2(-1, -1), vec2(-1, 0), vec2(-1, 1), vec2(0, -1), vec2(0, 1),
vec2(1, -1), vec2(1, 0), vec2(1, 1)
};
void fragment() {
vec2 size = TEXTURE_PIXEL_SIZE * line_thickness / 2.0;
vec4 color = texture(TEXTURE, UV);
float inline = 1.0;
float outline = 0.0;
for (int i = 0; i < OFFSETS.length(); i++) {
float sample = texture(TEXTURE, UV + size * OFFSETS[i]).a;
outline += sample;
inline *= sample;
}
outline = min(1.0, outline) - color.a;
inline = (1.0 - inline) * color.a;
vec4 outlined_result = mix(color, line_color, outline + inline);
COLOR = mix(vec4(0,0,0,1), outlined_result, outlined_result.a);
}